﻿Shader "Custom/NewSurfaceShader"
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        
    }
    SubShader
    {
		Pass
		{
			//color[_Color] 
			material{
				diffuse[_Color]
			}
			lighting on
		}
    }
    
}
